The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
____________________________ "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996 "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu ____________________________
But the bottom line is that there is no such thing as a "double move" during peacetime.
____________________________ "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996 "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu ____________________________
This is the double move rule from the apolyton BTS diplo game...it is basically the same for every pitboss simultanious move game.
The Double Move Rule : 48 hour turns
1. No double moves during a time of war, except as noted below.
During times of war all concerned Civ's should allow for 1/2 the turn timer (24 hours) to pass between moves if the other Civs involved in the war have not moved since a concerned Civ has moved.
In other words: You cannot make moves during periods of war until either one of two things have occured:
i. All other concerned Civs in a war (being at war in game) have made moves/completed one turn since you have made your moves/completed a turn.
ii. 1/2 the turn timer (24 hours) has past since you made your moves/completed your turn.
The reason "made your moves/completed your turn" is worded that way is that a team can log in make some moves, log out, log back in and make more moves. Once a team makes ANY moves the requirement that says a team must make a move/complete a turn is fullfilled.
2. No moving of units after you have pressed 'End Turn'
3. No double moves of a Settler, at any time, if an opponents Settler is in the same vicinity as yours, and visible, except as in point 1.ii. above.
4. No double moves of a unit, at any time, if a goody hut is nearby, and an opponents unit is in the same vicinity, and visible, except as in point 1.ii. above.
5. Double moves should be allowed at all other times in order to help speed game play.
6. Play fair, be a gentleperson. We are all here to have fun and enjoy ourselves. Let's do just that and not screw our fellow gamers over by bending the rules to give ourselves an unfair advantage.
This is NOT a Diplo Game. And I did not know about your scout until after I moved to on top of the hut.
____________________________ "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996 "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu ____________________________
Besides, a peacetime double-move rule would be very difficult to enforce given our 24-hour turn timer.
The bottom line is that I moved my scout, saw the hut, so went for it. It was only after I claimed the hut that I noticed your scout.
____________________________ "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996 "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu ____________________________
Comment